Fall of Varrock

Skilling & the war effort

From the Fall of Varrock Wiki - Where every skill trains, why The Mire is the hub, and how skilling literally powers the war.

Skilling here has a purpose beyond XP: finished goods feed the realm's war-supply meter, and campaigns can't launch until skillers have filled it. Miners and cooks are as much a part of a conquest as the soldiers.

The Mire - the skilling hub

The Mire is the swamp south-east of Lumbridge castle, rebuilt as the realm's supply camp. Nearly every gathering and production skill has a station there, clustered around the Quartermaster who buys your goods. Reach it via the portal's Skilling tab (::portalto mire or ::portalto skill_<name> for a specific station).

Where each skill lives

  • Mining - the Lumbridge castle cellar mine (copper through amethyst; rocks never deplete) and the Mire collection grounds.
  • Smithing - furnace and anvils in the castle cellar, next to the mine. Smelt bars, smith daggers → scimitars → full helms → kiteshields → platebodies.
  • Fishing - the River Lum bank and Mire pools: shrimps through sharks, with a "choose fish" option if you want to target a specific catch.
  • Cooking - the range in the Mire kitchen, or any fire you light.
  • Woodcutting - the Mire groves (normal through magic trees; trees never deplete).
  • Firemaking - anywhere, tinderbox on logs.
  • Thieving - the stall row in Falador's north square (veg through gem, just north of the city's north gate), plus pickpocketing. Thieving is a crime - you don't steal in your own capital, so the stalls sit in Falador. (They spent a couple of weeks in the Mire while Falador was a lawless raid city; Falador is a safe hub again, so they're back - and the Thieving teleport lands you right at the row.)
  • Prayer - bury bones anywhere, or offer them at an altar for 3.5× the XP; the home altar also instantly restores prayer points. Every bone type counts, from regular bones (4.5 xp) through dragon (72), hydra (110), dagannoth (125), ourg (140) and superior dragon bones (150). The God Wars altars restore prayer once every ten minutes.
  • Agility - real-world shortcuts (stiles, stepping stones, log balances) plus the Mire Run lap course around the south pond: log balances, stepping stones, a ropeswing, climbing rocks, monkeybars, a loose railing, a balancing ledge and a balancing rope - nine obstacles in a full circuit. Tag the Ticket Dispenser to open its window: attune once (150,000 coins), then every completed lap banks loot in the dispenser (up to 10 laps) and the window's Claim button pays out all of it - coins plus real supplies (anglerfish, karambwans, manta rays, super restores, teleport sacks) with a chance at a Mark of Grace. Consecutive laps scale the payout up to ×5 - the streak breaks if you log out or idle more than 5 minutes.
  • Herblore - two steps, done anywhere in your inventory: a clean herb + a vial of water makes an unfinished potion, then adding the secondary finishes a 3-dose potion. Six are live - attack, strength, prayer, super attack, super strength and super defence - and Jatix's market stalls sell the herbs and secondaries. (Phase 2 - the wider potion range is still to come.)
  • Crafting - cut sapphires, emeralds, rubies and diamonds with a chisel; stitch leather armour (gloves through chaps) with a needle and thread; and spin flax into bow string or wool into balls of wool at the Mire spinning wheel. Gems, leather and thread are in the market's Crafting tab.
  • Fletching - knife logs into shortbows and longbows (normal through magic), then string them with bow string - all in your inventory, no station needed. (Phase 2 - bows only for now; arrows, darts and bolts are coming.)
  • Construction - the workbench in the Mire working yard turns planks into furniture for XP, regular planks up to mahogany (use planks on it, or just click it with planks in your pack). It's a plank-fed XP bench, not a player-owned house yet; buy planks from the Sawmill Operator if you'd rather not chop them.
  • Farming - portal → Skilling → Farming: plant a seed on a flowerbed patch in the Mire (or click the bed with seeds in your pack) and it grows in about ten seconds, then harvest the crop. Eight are live: potato, onion, cabbage, and the guam→irit herbs. (Phase 2 - an instant-grow patch; the full seed range and tree/herb patches are still to come, so the shop stocks more seeds than currently grow.)
  • Hunter - buy a bird snare or box trap from the Skilling Tools stall (Wydin) - they're reusable, so it's a one-time purchase - then lay them on the bushes at the Croaking Thickets, just south of where the Hunter teleport lands (click a bush and it tells you what to do). Snares catch birds for feathers; box traps catch chinchompas from level 53.
  • Runecraft - portal → Skilling → Runecraft lands you at the fire altar. Mine rune essence from the two rocks just south of it, then use the essence on the altar (or click the altar with essence in your pack) to bind the best rune your level allows, air through law, one rune per essence. Zaff at the Magic Shop will also teleport you there.

Skilling → war power

Three systems turn your output into war strength:

  1. The Quartermaster (Mire crypt) buys cooked food, finished potions and smithed bars for War Effort points - see Supplying the war.
  2. Those deposits also fill the realm supply meter (::supply) - campaigns need 1,500 supply, conquests 2,800. No skillers, no war.
  3. Resource contracts from Vannaka pay coins + War Effort for gathering orders (ores, logs, fish) that auto-complete as you gather.

Levelling

Level-ups fire proper jingles and congratulations, combat stats recalculate live, and every skill has hiscores on the site.

Wiki › Skilling

This page was last edited on 2026-09-04.